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Table of Contents
Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Actions and Initiative Skills
With hit points at a premium, skills regarding actions and initiative involve moving, attacking, and defending more quickly, more often, and more strategically in order to inflict the most damage as well as limiting the number of actions of one's opponents to avoid taking damage.
| Skill | Non-Proficient? | Roll Type | Effect in a Nutshell | Mana? |
|---|---|---|---|---|
| Ambush | Yes | None | With proper preparation, one or two dice are added to a party's initiative dice per degree | No |
| Berserking | No | None | Lose all defensive actions, add one additional combat action per degree | Per Degree |
| Entrapment | Yes | Win-Loss vs Self | Lost action (actions lost in the following order: non-combat, combat, defensive, passive) | Per Degree |
| Increased Reaction Time | No | None | One initiative die per degree; 4th degree - Never surprised | No |
| Dual Wielding | Yes | None | Each combat action becomes two combat actions, one for each weapon; negative four dice with weak hand + one die per degree; gain one die in each hand per degree after fourth | No |
| Offensive Maneuvering | No | None | The character can lend to or borrow combat and non-combat actions from allies up to one per degree per round. | One |
Actions
As we’ve mentioned before actions can be combat actings, non-combat actions, passive actions, defensive actions, and free actions. Each character normally has one combat action, one non-combat action, one passive action, one defensive action, and as many free actions as they want. Some skills can change this number, however.
Increased numbers of attacks (or reducing an enemies numbers of attacks) could be include magic related to moving more quickly.
Berserking
All defensive actions can be turned into a combat action. Each degree allows an additional combat action, thus a third degree berserker would get four actions and no defensive actions, along with the standard number of non-combat and passive actions they always get.
Entrapment
Reduce the number of combat and non-combat actions of an opponent. Nets, webbing, bolas, freezing attacks, and snares often include entrapment. Generally entrapment removes the non-combat action first followed by the combat action.
Dual Wielding
See dual wielding skill under Force Offense Skills
Offensive Maneuvering
See Tactics - Offensive Maneuvering
Initiative
In a turn-based system of attacks, initiative is just who goes first. Instead of opposing rolls to determine initiative, all dice are added together with the highest number going first.
Increased Reaction Time
For each degree, the character rolls an additional die for determining initiative. At fourth degree or higher, a character is never fully affected by surprise; they simply react too quickly. Even at fourth level, this doesn’t require mana.
Ambush
See Tactics - Ambush
